Individual License is limited to a single person using the Models for personal use or school use as a student; or a freelancer on limited projects that do not qualify as a Studio use. Any Model file licensed under an Individual license cannot be assigned to an entity; accessed by anyone other than the one Individual; or stored on any server that can be accessed by others. View the complete license.
Blender model details:
Presenting a highly realistic male elk character asset, crafted specifically for Unreal Engine 5.2 and above. This meticulously designed asset encompasses the model, textures, materials, fur, rigging and animations, making it ready for immediate integration into your projects.
Model Details: Total vertex count is 56,425 and polygon count is 55,632, ensuring the model's intricacy and realism.
Textures and Materials: Textures are created using UDIM format and produced in 4K resolution. Textures have already been imported into UE and optimized.
Groom Fur: A complex fur system was created in Blender, and the male elk's fur styling has been perfectly replicated using UE's Groom technology, with finely tuned materials.
Size of Maps
JF0L811A4_MaleElk_Body_Hair_BaseColor.uasset, 4096 *4096
JF0L811A4_MaleElk_Body_Mask.uasset, 4096 *4096
JF0L811A4_MaleElk_Body_Skin_BaseColor.uasset, 4096 *4096
JF0L811A4_MaleElk_Body_Skin_Normal.uasset, 4096 *4096
JF0L811A4_MaleElk_Eye_BaseColor.uasset, 4096 *4096
JF0L811A4_MaleElk_Head_Hair_ID.uasset, 2048 *2048
JF0L811A4_MaleElk_Head_ID.uasset, 2048 *2048
JF0L811A4_MaleElk_Head_Skin_Specular.uasset, 4096 *4096
JF0L811A4_MaleElk_Head_Skin_SubsurfaceAmount.uasset, 4096 *4096
JF0L811A4_MaleElk_Horn_BaseColor.uasset, 4096 *4096
JF0L811A4_MaleElk_Horn_Normal.uasset, 4096 *4096
JF0L811A4_MaleElk_OralCavity_BaseColor.uasset, 4096 *4096
JF0L811A4_MaleElk_OralCavity_Normal.uasset, 4096 *4096
MaleElk_Rig_grp_ctrl, MaleElk_Rig_grp_ctrl_2: Control the entire model's global movement and orientation.
DEF_spine_e_ctrl, DEF_spine_d_ctrl, DEF_spine_b_ctrl and DEF_spine_a_ctrl: Provide control for the anterior, middle, and posterior sections of the spine respectively.
Neck and Head Control:
DEF_neck_a_ctrl_2, DEF_neck_b_ctrl_2, DEF_neck_c_ctrl_2 and DEF_neck_d_ctrl_2: Control different segments of the neck.
DEF_head_ctrl: Main controller for the head.
DEF-jaw_ctrl, DEF-chin_ctrl and DEF-chin_001_ctrl: Lower jaw controller, managing the opening and closing of the mouth.
Facial Features Control:
With a detailed facial controller to create more facial expressions.
DEF-nose_ctrl, DEF-eye_L_ctrl and DEF-eye_R_ctrl: Eye controllers.
DEF_ear_a_L_ctrl, DEF_ear_b_L_ctrl, DEF_ear_c_L_ctrl...: Controllers for the left ear.
DEF_ear_a_R_ctrl, DEF_ear_b_R_ctrl, DEF_ear_c_R_ctrl...: Controllers for the right ear.
DEF_shoulder_F_L_ctrl and DEF_shoulder_F_R_ctrl: Left and right shoulder controllers respectively.
DEF_hip_B_L_ctrl and DEF_hip_B_R_ctrl: Controllers for the left and right pelvic regions.
DEF_ankle_F_L_ctrl_2, DEF_ankle_F_R_ctrl_2, DEF_ankle_B_L_ctrl_2 and DEF_ankle_B_R_ctrl_2: IK master controllers for the four limbs.
DEF_tail_a_ctrl_2, DEF_tail_b_ctrl, DEF_tail_c_ctrl...: Controllers for various segments of the tail.
And many more fine-tuned controls that give animators a comprehensive and detailed control for posing and animating the male elk.
Unlooped watching animation at 30 fps, frame range 0-380
Unlooped eating animation at 30 fps, frame range 0-390
Loopable walking animation at 30 fps, frame range 0-44
Loopable trotting animation at 30 fps, 0-18
Loopable joging animation at 30 fps, 0-15
Platform Compatibility: Supports PC, Mac, and mobile platforms.
UE Version Compatibility: Specifically designed for UE5.2 and above.
Asset Format: This asset is presented as a complete UE project package.
Ensure your Unreal Engine version is 5.2 or higher to achieve optimal performance and compatibility
Since the project's textures utilize virtual texturing, ensure the ""Virtual Texturing"" option is enabled in UE prior to use.
Given the high precision of the model, textures, and the extensive amount of fur, it's suggested for use on higher-end devices.
When importing into your project, ensure to maintain the directory structure to guarantee all linked assets load correctly.
Adjustments to the fur material's brightness and reflectivity may be needed based on your scene's lighting.
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